mirror of
https://github.com/storytold/lightcraft.git
synced 2026-11-02 06:27:53 -06:00
- Once the current photo's loupe render is done, the next and previous photos in filmstrip order get a background loupe job (Slot::Prefetch, priority below on-screen thumbnails, once per settings): the decoded 2560 px source is kept in the engine's bounded preview LRU and the view render is cached, so stepping to a neighbour shows its developed image in ~50 ms and then re-renders only on the GPU. - lightcraft_gpu::warm_up (called when the app is created) builds the device and kernels on a background thread; gpu::ready() answers without blocking and ui.inspect uses it, so the UI thread never waits for device creation. - docs/gpu-pipeline.md: opening-a-photo section. Stepping through 24 MP raws in the loupe (real app): full render 220–580 ms → 45–62 ms. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
145 lines
5.0 KiB
Rust
145 lines
5.0 KiB
Rust
//! The LightCraft develop pipeline on the GPU (wgpu compute, WGSL kernels).
|
||
//!
|
||
//! The CPU pipeline (`lightcraft-pipeline`) is the reference: every kernel here is a port of a CPU
|
||
//! stage, both read the same resolved parameters ([`lightcraft_pipeline::Plan`],
|
||
//! [`lightcraft_pipeline::finish::FinishParams`]), and the equivalence tests (`tests/`) render the
|
||
//! same settings on both and bound the difference in 8-bit sRGB. Stages without a kernel run on the
|
||
//! CPU inside the same render (per-stage hybrid); see `docs/gpu-pipeline.md`.
|
||
//!
|
||
//! Use [`render`]: it returns `None` when the GPU is unavailable, disabled (`LIGHTCRAFT_GPU=0` or
|
||
//! [`set_enabled`]), or the render does not fit the device — callers then render on the CPU.
|
||
//! The browser build has no GPU path yet (WebGPU device creation is asynchronous): everything here
|
||
//! compiles to the CPU fallback on wasm32.
|
||
#![forbid(unsafe_code)]
|
||
|
||
use std::sync::Arc;
|
||
use std::sync::atomic::{AtomicBool, Ordering};
|
||
|
||
use lightcraft_develop::DevelopSettings;
|
||
use lightcraft_pipeline::{RenderRequest, Rendered, SourceInfo, StageCache};
|
||
use lightcraft_raster::Rgb32f;
|
||
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
mod ctx;
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
mod params;
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
mod render;
|
||
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
pub use render::GpuStages;
|
||
|
||
static ENABLED: AtomicBool = AtomicBool::new(true);
|
||
/// Set when a GPU render failed: the process stays on the CPU from then on.
|
||
static BROKEN: AtomicBool = AtomicBool::new(false);
|
||
|
||
/// Stop using the GPU for the rest of the process (after a device error).
|
||
#[cfg_attr(target_arch = "wasm32", allow(dead_code))]
|
||
fn mark_broken() {
|
||
BROKEN.store(true, Ordering::Relaxed);
|
||
}
|
||
|
||
/// Allow or forbid GPU rendering at runtime (a preference). `LIGHTCRAFT_GPU=0` forbids it for the
|
||
/// whole process regardless.
|
||
pub fn set_enabled(on: bool) {
|
||
ENABLED.store(on, Ordering::Relaxed);
|
||
}
|
||
|
||
/// Whether GPU rendering is allowed (environment, preference, no earlier failure).
|
||
pub fn enabled() -> bool {
|
||
ENABLED.load(Ordering::Relaxed) && !BROKEN.load(Ordering::Relaxed) && !env_disabled()
|
||
}
|
||
|
||
fn env_disabled() -> bool {
|
||
static OFF: std::sync::OnceLock<bool> = std::sync::OnceLock::new();
|
||
*OFF.get_or_init(|| std::env::var("LIGHTCRAFT_GPU").is_ok_and(|v| matches!(v.trim(), "0" | "off" | "false" | "no")))
|
||
}
|
||
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
static GPU: std::sync::OnceLock<Option<ctx::Gpu>> = std::sync::OnceLock::new();
|
||
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
pub(crate) fn device() -> Option<&'static ctx::Gpu> {
|
||
if env_disabled() {
|
||
return None;
|
||
}
|
||
GPU.get_or_init(|| std::panic::catch_unwind(ctx::Gpu::new).ok().flatten()).as_ref()
|
||
}
|
||
|
||
/// Create the device and compile the kernels on a background thread now (app start), so the
|
||
/// first render doesn't wait ~0.3–0.4 s for it and the UI thread never does.
|
||
pub fn warm_up() {
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
if !env_disabled() && GPU.get().is_none() {
|
||
let _ = std::thread::Builder::new().name("lc-gpu-init".into()).spawn(|| {
|
||
let _ = device();
|
||
});
|
||
}
|
||
}
|
||
|
||
/// Has device creation finished (successfully or not)? Never blocks — for status displays.
|
||
pub fn ready() -> bool {
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
{
|
||
env_disabled() || GPU.get().is_some()
|
||
}
|
||
#[cfg(target_arch = "wasm32")]
|
||
{
|
||
true
|
||
}
|
||
}
|
||
|
||
/// Whether a usable GPU adapter exists and GPU rendering is enabled (creates the device on first
|
||
/// use).
|
||
pub fn available() -> bool {
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
{
|
||
enabled() && device().is_some()
|
||
}
|
||
#[cfg(target_arch = "wasm32")]
|
||
{
|
||
false
|
||
}
|
||
}
|
||
|
||
/// The adapter's name and backend, e.g. "Apple M4 Pro (Metal)".
|
||
pub fn adapter_name() -> Option<String> {
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
{
|
||
device().map(|g| format!("{} ({:?})", g.info.name, g.info.backend))
|
||
}
|
||
#[cfg(target_arch = "wasm32")]
|
||
{
|
||
None
|
||
}
|
||
}
|
||
|
||
/// Render `src` with `s` on the GPU, reusing the device-resident stages kept with `stages` (the
|
||
/// view's CPU stage cache). `None`: render on the CPU instead.
|
||
pub fn render(src: &Arc<Rgb32f>, info: &SourceInfo, s: &DevelopSettings, req: &RenderRequest, stages: Option<&StageCache>) -> Option<Rendered> {
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
{
|
||
if !enabled() {
|
||
return None;
|
||
}
|
||
let gpu = device()?;
|
||
let ext = stages.map(|c| c.extension::<GpuStages>());
|
||
let r = std::panic::catch_unwind(std::panic::AssertUnwindSafe(|| render::render(gpu, src, info, s, req, ext.as_deref())));
|
||
match r {
|
||
// a device error during the render: its result is not trustworthy
|
||
Ok(_) if BROKEN.load(Ordering::Relaxed) => None,
|
||
Ok(r) => r,
|
||
Err(_) => {
|
||
log::error!("gpu: render failed; using the CPU pipeline from now on");
|
||
BROKEN.store(true, Ordering::Relaxed);
|
||
None
|
||
}
|
||
}
|
||
}
|
||
#[cfg(target_arch = "wasm32")]
|
||
{
|
||
let _ = (src, info, s, req, stages);
|
||
None
|
||
}
|
||
}
|